XCOM 2
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Raider Faction: Phantoms
   
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1.665 MB
23 Apr, 2018 @ 5:46am
13 Feb, 2022 @ 9:52pm
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Raider Faction: Phantoms

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
97 items
Description
"When we lost my second all those years ago, there were some that took it as a sign that my leadership, our entire strategy of hiding and working from the cold, to try to kick the aliens off our planet, was the wrong method. A hyper aggressive approach, on the other hand..." - Volk

Phantoms are renegade Reaper-trained soldiers that are willing to take all comers on the battlefield, no matter who. As in they fight everybody. As in they target Lost, Aliens, XCOM, Resistance, whatever.

They are made up of randomized squads that start at three man squads, that appear when the Phantom Incursion SITREP appears on a mission.

The Phantom soldiers all share the same basic trait of starting out hidden on missions, and consist of:

Ghosts - the standard grunt type enemy. Ghosts carry Vektor Rifles that can hit hard when they crit. Later tiers learn the ability to relocate after shooting, and can carry grenades.

Marksmen - dedicated snipers carrying...well, sniper rifles. They start off being able to take rough shots with one action (a shot with decreased aim, in other words), and later learn how to snapshot properly, and even being able to set up a killzone.

Hunters - these Phantoms carry boltcasters, and start off with the ability to re-conceal themselves when possible. They later learn how to trigger enemy grenades with a well targeted shot (ie their variant on Fuse), and to take a free action shot with their boltcaster, enabling them to take two shots on their turn, if they're in a good position.

FAQ
The game froze when it went to the Phantoms turn!
You didn't have the highlander installed. Please install it.

The MacOS/Linux highlander isn't updated to work with this mod yet.
Sorry, can't do anything about it on my end, there's still issues with trying to cook the updated highlander for those systems (it just causes crashes at the moment) .

The mission ended when there were still some of these enemies left?
Unfortunately the nature of how XCOM's backend works means I would need to replace every single mission kismet in order to make them properly count as enemies for the game to track when it comes to mission completion. For now you can assume enemies just retreat once XCOM has eliminated all threats and is able to start focusing on them.

Credits
.vhs for making the custom target icon for them.
Popular Discussions View All (3)
4
1
13 Mar @ 12:46pm
Russian Translation
Aks
1
23 Aug, 2020 @ 12:57pm
Raider Faction Bleed out...
Nephalem
0
15 Oct, 2021 @ 6:14pm
繁中
stappy82
126 Comments
Britishexplorer 30 Jul @ 5:50am 
Key starting notes:
- I have Highlander installed
- i have the alternative mod launcher as-well.

for context I'm doing a veteran run with 400+ mods.
This includes mods that allows phantoms to be sit-reps on infiltration missions, I am not sure if this is due to the sit-rep or just the base mod (this) however whenever i play my turn this phantom soldier would do 2 movement actions (because i killed all the enemies) and then the game would freeze.

I just want to know if other people have problems like this or if its just me and if there is a fix for this.
CaptainSnafu 12 Nov, 2023 @ 12:30am 
they are too weak. No fun to fight against
Rivenhelper 30 May, 2023 @ 7:52pm 
I've been playing on a save file for a while and haven't seen any raider factions at all. Is there something I missed?
Beastwolf1 18 Mar, 2023 @ 8:55am 
@SatanicSerpent
For the failed convert getting intel would be nice
DarKeng 16 Aug, 2022 @ 12:48pm 
Pretty good mod, including other your raider mods, even if it does have it weird moments (like raider factions "capturing" VIPs, I had one pretty mental mission with ADVENT vs Bandits vs XCOM (me) vs Lost).

Also, either wish or suggestion is to use EXALT voice lines, simply because Reaper's voices do mention Volk and this goes against "lore" of the Phantoms (EXALT voices have the benefit of being heavily encrypted, which is sounds exactly like Reaper/Phantom kind of jam)
TheMinotar137 27 Mar, 2022 @ 9:09am 
i have a suggestion to make this mod even better! i found myself fighting against this enemy for the first time and noticed they have bleedout timers just like our soldiers, i even picked them up and evac'd with about five of them to see what happens, and when i went back nothing changed so evacing them was pointless. my suggestion is maybe if you take the extra time to evac them, you gain those soldiers as rookies (or keep original abilities), or if you want a more realistic way of looking at it, add a covert option to convert one of the captured phantoms into one of your soldiers
Sevethat 12 Mar, 2022 @ 1:50am 
*these. But yes, they change the game, so I'll just disable LWOTC :isaac:
hunt showdown hoedown 12 Mar, 2022 @ 12:35am 
All of these mods really make the game world feel more alive.
4rrakis 11 Mar, 2022 @ 1:32pm 
Yep, that's it.
Sevethat 11 Mar, 2022 @ 12:52pm 
What conflict do I have so there is no turn for extra factions(they just stand there recieving hits from advent)? Are there mods not compatible with lw2(chosen)?